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2011-12-15Bicubic bump map filtering.Antony Riakiotakis
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. To use the functionality change the bump mapping method to "best quality" Previous "best quality" setting becomes "medium quality" now. For non OpenGL 3.0 GPUs this becomes the same as "medium quality" Also: * added tooltip descriptions to the bump method settings. * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL. Bicubic shader by Morten Mikkelsen. Thanks a lot! Oh...and FIRST!
2011-11-30fix [#29459] Crash making a linked object group localCampbell Barton
was an error with make-local refactor & path updating.
2011-11-27Fix [#29410] Blender svn 2.60.5 r42177, compositor, glare node bug.Bastien Montagne
The problem was in fact in the changes made to blend_ramp() func at rev42164. The checks on green pointer (if(g) {...) were checking the existance of a valid value (i.e. if input color was rgb or only shades of grey in r pointer), but as we get now a full float[3] pointer, this test is no more possible. And doing if(r_col[1]) {... was wrong, as it only broke things in case green was 0.0 (which was the case with the generated glare color of bug report). So, just removed all those tests!
2011-11-26minor edit - weight_to_rgb() and ramp_blend() now take a float vector rather ↵Campbell Barton
than 3 float pointers. also make particle draw use a float vec.
2011-11-07minor editsCampbell Barton
- remove unneeded type check from convert grease pencil operator. - correct some error prints & use __func__. - make copy_libblock take an ID* argument rather than void*.
2011-11-01added path traversal flag - BPATH_TRAVERSE_SKIP_MULTIFILE,Campbell Barton
so path manipulation functions dont run multiple times on the same path in the case of sequence strips where the one directory is used as the base for many images.
2011-10-27use path remapping for all make local functions, patch from Alex Fraser with ↵Campbell Barton
changes.
2011-10-27edits ontop of Alex's patch from r41292.Campbell Barton
pass main rather than use G.main when naming from -> to relative paths.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-12fix for crash caused by invalid active material index while editing text.Campbell Barton
also added some better error checking in object_remove_material_slot() so it will print an error rather then crashing if this case ever happens again.
2011-10-10header cleanup (no functional changes)Campbell Barton
2011-10-06texface fix: if material is not used by mesh set default bge mat flag ↵Dalai Felinto
(backface culling on) report by Mitchell Stokes over IRC, but probably one of the reason people have been asking to expose the Game Settings material panel in the Render engine as well.
2011-10-01BKE material api function: assign_material_id, like assign_material but ↵Campbell Barton
takes the object data rather then the object.
2011-09-26BGE Material settings renaming Back Culling to Backface Culling and make it ↵Dalai Felinto
on by default under suggestion of Mitchell Stokes (Moguri)
2011-09-25whitespace cleanupCampbell Barton
2011-09-20changes for materials to treat them as shorts not int/chars (since they are ↵Campbell Barton
stored as shorts intermally) - converting nurbs to mesh was casting the material to unsigned char. - subsurf was casting to char, then int -> short in a loop. - have material functions take & return shorts.
2011-09-20texface - quick speedupDalai Felinto
I doubt this makes any difference but still, good practises are always good.
2011-09-20fix for bug in do_version_tface(), was assigning 'tf->mode' before tf was ↵Campbell Barton
defined, also comment unused var.
2011-09-20tidy upCampbell Barton
- quiet some warnings - set some functions static - replace materialbyname with generic BLI_findstring call
2011-09-20fix for warnings after texface commit, also comment blender sphinx theme for ↵Campbell Barton
api reference until we get an update for 'Naiad'
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-12use vector size and const args where possible (no functional change)Campbell Barton
2011-09-06Fix for multiple parallel group node executions.Lukas Toenne
This would previously break because begin/end functions for each tree type still have some checks of the ntree->execdata pointer in them, despite the intended use of execdata instances instead of trees themselves for execution data storage. This is an artifact of the old execution system that required these checks to be made in the functions to avoid multiple execution of top-level trees. Now these functions take an additional argument, so group nodes can prevent them from setting and checking the nodetree->execdata pointers.
2011-09-06Merged the particles-2010 branch with node improvements into trunk.Lukas Toenne
This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too. Detailed information can be found on the wiki page: http://wiki.blender.org/index.php/User:Phonybone/Particles2010
2011-08-28- use static vars and functions where possible.Campbell Barton
- use NULL rather than 0 when used as pointers.
2011-07-31fix for material slot removal (r38879)Campbell Barton
- The object ID was being passed to the data_delete_material_index_id() from object_remove_material_slot(), rather then the object data. (so the material slot fix wouldnt run in that case). - add support for fixing text object materials too.
2011-07-31bugfix [#28111] material.pop breaks mt->mat_nrDalai Felinto
create a new parameter for materials.pop() to not remove material slot. this way the mat_nr is still the old one. for the default behaviour we now have material remapping (i.e. data_delete_material_index_id(id, index)). This new function is brought from the material_slot remove function.
2011-07-28refix for #27912: crash after mesh.materials.pop() (fixed wrongly on rev. ↵Dalai Felinto
38299 - patch by Benoit Boilsee bug spotted while reviewing a patch. things are working now
2011-07-11Fix #27912: crash after mesh.materials.pop().Brecht Van Lommel
2011-07-05Fix #27777: vertex color disabled when in a reused node material.Brecht Van Lommel
2011-05-19Add localize_lamp and localize_world functions as already existed for materialsBrecht Van Lommel
and textures, unused still.
2011-04-26fix [#27178] Material links lost when making mesh data localCampbell Barton
- making local object data - Curve/Mesh/MBall lost references to linked materials. - joining a linked mesh object into a local one lost the link. As well as these reported bugs, checked all local functions for consistency/correctness and found other cases which would also fail. - making local metaball didn't ensure unique ID name. - make_local_armature() was missing check for object users - main body of code would never run. - local particles didn't set the dupli-group or textures to extern. checked all local functions for consistency/correctness.
2011-04-21whitespace only, no functional change mixed tabs/spaces --> tabs.v2.57aCampbell Barton
2011-04-11patch [#26861] Spelling, Typos, and GrammarCampbell Barton
- also fix own bad assert from yesterday & remove testing cmake print.
2011-04-10- background job style cleanup.Campbell Barton
- assert if material assignment is called with lib. (so the callers can be corrected). - correct example docs
2011-04-08Fixes related to using Library files:Ton Roosendaal
- Assigning local materials to library objects disabled (crashes on undo/redo cases) - Disabling options in Material buttons to add/remove slots on library data - Drawing Object ID template in Object properties, this allows browse active Object, but especially shows library status then.
2011-04-04Bugfix #26761Ton Roosendaal
Texture preview render now doesn't increment/decrement material->texture user counts anymore. Blenders library.c code could use some overhaul once to support data relinkage and copying around better. :)
2011-04-03Add material slot now adds no material in the new slot.Brecht Van Lommel
It's obviously much better than the two previous behaviors, since you don't get confusing linked materials, and you don't have useless added materials.
2011-03-28blenkernel: floats were being implicitly promoted to doubles, adjust to use ↵Campbell Barton
floats.
2011-02-27doxygen: blender/blenkernel tagged.Nathan Letwory
2011-02-21Bugfix #26116Ton Roosendaal
Node materials with 'ray transparency' set now work again. Fix provided by Ervin Weber, thanks a lot!
2011-02-13fix for warnings from Sparse static source code checker, mostly BKE/BLI and ↵Campbell Barton
python functions. - use NULL rather then 0 where possible (makes code & function calls more readable IMHO). - set static variables and functions (exposed some unused vars/funcs). - use func(void) rather then func() for definitions.
2011-02-11Removed the internal_select parameter from ntreeCopyTree. This was used just ↵Lukas Toenne
in one place when duplicating nodes, which is not an actual copying of the tree. The node duplicate operator now copies selected nodes itself.
2011-01-29new bumpmapping options for the rendererM.G. Kishalmi
oldbump -> original newbump -> compatible *new* -> default (3tap) *new* -> best quality (5tap) the latter two have an option to apply bumpmapping in viewspace - much like displacement mapping objectspace - default (scales with the object) texturespace - much like normal mapping (scales)
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2011-01-07Improved bump mapping patch by M.G. Kishalmi (lmg) and M.S. Mikkelsen (sparky).Brecht Van Lommel
Many thanks to them! For comparison, see here: http://kishalmi.servus.at/3D/bumpcode/ Based on algorithm in: Mikkelsen M. S.: Simulation of Wrinkled Surfaces Revisited. http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf This fixes bugs: #24591: Artefacts/strange normal mapping when anti-aliasing is on #24735: Error at the Normal function. #24962: Normals are not calculated correctly if anti-aliasing is off #25103: Weird artefacts in Normal This will break render compatibility a bit, but fixing this bugs would have also done that, so in this case it should be acceptable. Patch committed with these modifications: * Bump method Old/3-Tap/5-Tap option in UI, 3-Tap is default * Only compute normal perturbation vectors when needed * Fix some middle of block variable definitions for MSVC
2011-01-05Material slots: on adding a new one, the material datablock is now copied againBrecht Van Lommel
like in 2.4x. This can result in material datablocks you don't need, but not doing it seems to cause too much confusion.
2011-01-03Bugfix #25457Ton Roosendaal
After loading file, the Undo-push happened too early, causing an undo for the first action to show animated setups wrong. (material.c: removed old crap)
2011-01-02Bugfix #25446 (and todo item)Ton Roosendaal
The icons for materials were always lagging or not updating at all. I also found it suspicious slow... It appeared that the icons now store a "mip level", where for every change in Materials 2 render jobs for icons were started, one for 32x32 pix, one for 96x96. The latter was cancelling out the first job almost always. Also made preview renders detect size, to set amount of tiles to be rendered. Small icons use 1 part, larger previews 16 now. All in all, behaves much smoother now! But, will also update the thread Jobs manager to allow "delayed jobs" like for icons, these are aggressively put as first in the jobs list.